Can someone tell me how the values for
72 Set ambient rate
71 Set ambient step
work?
FinalSun describes them as Float value, but these huge numbers like 1070000000 for Set ambient rate are nothing comparable to float numbers i know.
e.g.
2070000000 makes the day-night-lighting transition very fast, but for
1100000000 nothing happens.

The numbers from nod8a.map also don't make much sense
1061997772 for Set ambient rate
1032805416 for Set ambient step
Which values would i have to set to make the light transition exactly twice as fast as this?

yes. The action can't read/work with the double/float values.
It can only handle/store integers, due the way it loads the ini values from the map.
In the map the actions are saved as a long comma separated string, where a decimal point for a float would cause issues. That's why the inconvenient way using the integer->hex->float conversion.

For example, you want to use a value of 0.625, you have to convert it into hex which is 3f200000 and then convert it into integer (using win calculator) which is 1059061760
Then use this value for the Set ambient rate/step action in the map._________________SHP Artist of Twisted Insurrection: Nod buildings

Wait.... will it work in Yuri's Revenge Final Alert?
I have never seen sunset/sunrise in Ra2/YR, i did not know it is possible to change day and night. I though it is per map, if you change map to have light at night, it will be night time, if you set light value, it will morning, whatever. I did not know there is possibility of changing time/lights._________________

OrangeNero wrote:

Me picking a fight? I know I am the greatest user alive here so everyone starts reading topics with my posts first and ignores the ones before and after.

I apology for bumping this topic, I just noticed strange cosmetic side effect when adding AmbientChangeStep or AmbientChangeRate under [AudioVisual] in map file. It changes brightness of units. Units appear bit darker. (might be useful for units to fit more into some maps, for example bright civilian vehicles in dark cities)

Are you absolutely sure about this? Please reconfirm and post seperate images for easier comparing. Also, I can't notice it, but did the structures change too?_________________One and only developer of C&C S. True Supremacy.

I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.

Are you absolutely sure about this? Please reconfirm and post seperate images for easier comparing. Also, I can't notice it, but did the structures change too?

Yes, adding in any map one of these AmbientChangeStep or AmbientChangeRate under [AudioVisual] somehow changes also brightness of units. Even same values from vanila rules.ini does this effect. Any other objects lightning remains same (only vehicles, infantry, aircraft are affected). Blue frame (on the right) is original, without [AudioVisual] settings.

no, it's because you set the section [AudioVisual] in your map and thus reset all (?not sure) keys of this section to their default values.

there are several rules.ini sections, where it's not enough to copy only the keys that you want to change, but where you have to copy every single key of the section or they get reset (sometimes to bad default values).

btw, for the AmbientChange*** keys you also use the triggers (see first post) and not the AudioVisual keys if you want different fast sunrise/sunset speeds.
It seems i didn't notice the different lighting back then in my tests, because one of the first things i've done was removing the annoying bright Extra***Light values and set them 0._________________SHP Artist of Twisted Insurrection: Nod buildings

no, it's because you set the section [AudioVisual] in your map and thus reset all (?not sure) keys of this section to their default values.

Correct. I have tested this, adding only [AudioVisual] section in map doesn't have any impact, but if any any of the keys are added, it uses default ones (probably using hardcoded ones, since it ignores other [AudioVisual] keys in rules.ini)

Lin Kuei Ominae wrote:

btw, for the AmbientChange*** keys you also use the triggers (see first post) and not the AudioVisual keys if you want different fast sunrise/sunset speeds.
.

Yes, I was first searching how to set correctly these values using triggers, but after reading posts above this way seemed to be easier to change only few values [AudioVisual] section rather than converting to hex and integer value.QUICK_EDIT

yeah, if you have only a single day night loop, the keys could be easier.
But i find the trigger a bit more convenient, since you can this way have multiple light transition settings. Like a slow one for day/night and a fast one for a meteor shower or other special global map events (e.g. instant light flicker for lightning storm ambience)._________________SHP Artist of Twisted Insurrection: Nod buildings

Wow, awesome idea! Does fast lightning change like this make any lag? And can be light flicker action made with single trigger ? (like Action0 to change light and Action1 to set it back) or some delay is necessary?QUICK_EDIT

Like a slow one for day/night and a fast one for a meteor shower or other special global map events (e.g. instant light flicker for lightning storm ambience).
Bittah made a DTA test map and it didn't lag.
You need 2 (or more) trigger to have a tiny delay. Basically a simplified night/day/night setup.

Tried to implement this light flicker in my MP map during ion storms but sadly game logic disables changing ambient light during ion storms. I have set random lightning loop, it generally worked but after start of ion storm, changes of light didn't apply. After ion storm ended, light changing triggers continued.QUICK_EDIT

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